obs-StreamFX/source/transitions/transition-shader.hpp
Michael Fabian 'Xaymar' Dirks ead355beea transition-shader: Add initial version of Shader transitions
With this, the first proper shader effect is now possible. By using the four new automated shader parameters 'InputA', 'InputB', 'TransitionTime' and 'TransitionSize' you can write your own transition in HLSL.

Fixes #96
2020-03-28 18:38:45 +01:00

91 lines
2.7 KiB
C++

/*
* Modern effects for a modern Streamer
* Copyright (C) 2017 Michael Fabian Dirks
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#pragma once
#include "gfx/shader/gfx-shader.hpp"
#include "obs/gs/gs-rendertarget.hpp"
#include "obs/obs-source-factory.hpp"
#include "plugin.hpp"
extern "C" {
#include <obs.h>
}
namespace transition::shader {
class shader_instance : public obs::source_instance {
std::shared_ptr<gfx::shader::shader> _fx;
bool _is_main;
public:
shader_instance(obs_data_t* data, obs_source_t* self);
virtual ~shader_instance();
virtual uint32_t get_width() override;
virtual uint32_t get_height() override;
void properties(obs_properties_t* props);
virtual void load(obs_data_t* data) override;
virtual void update(obs_data_t* data) override;
virtual void video_tick(float_t sec_since_last) override;
virtual void video_render(gs_effect_t* effect) override;
void transition_render(gs_texture_t* a, gs_texture_t* b, float t, uint32_t cx, uint32_t cy);
virtual bool audio_render(uint64_t* ts_out, struct obs_source_audio_mix* audio_output, uint32_t mixers,
size_t channels, size_t sample_rate) override;
virtual void transition_start() override;
virtual void transition_stop() override;
};
class shader_factory
: public obs::source_factory<transition::shader::shader_factory, transition::shader::shader_instance> {
static std::shared_ptr<transition::shader::shader_factory> factory_instance;
public: // Singleton
static void initialize()
{
factory_instance = std::make_shared<transition::shader::shader_factory>();
}
static void finalize()
{
factory_instance.reset();
}
static std::shared_ptr<shader_factory> get()
{
return factory_instance;
}
public:
shader_factory();
virtual ~shader_factory();
virtual const char* get_name() override;
virtual void get_defaults2(obs_data_t* data) override;
virtual obs_properties_t* get_properties2(transition::shader::shader_instance* data) override;
};
} // namespace transition::shader